No Rest For The Wicked

Hateyou

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Yeah the ladders that aren’t all the way down are just shortcuts that you will get to later and kick down. There’s a lot of that and one sided doors, elevators, draw bridges that are all just shortcuts you can’t access until you find the correct pathway. Once they’re down you can traverse the level a lot faster. That’s one part of the world design that reminds me of Dark Souls level design.
 
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Caliane

Naxxramas 1.0 Raider
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yeah, the world design is very Darksouls/metroidvania. more dark souls. which makes some of their other choices odd.

I didn't play much honestly. its beautiful, but gameplay didn't suck me in completely. (also in the middle of other games, was more just checking it out, then going for a full play.)

the dark souls map design struck me for sure. hidey holes, and constant looping on itself. every inch packed.

the map respawn via timer, and not on rest seems like an odd choice.
dark souls resets are a good design choice for it.

lets say there are two hallways. one hallway has 3 tough enemies. that will take 2-3 health potions to beat on average. second hallway, has 3 enemies that will take 0-1 health potion to beat. the player has 3 health potions, which are set, and fill every time they rest.

this creates a simple elegant design scenario. hallway 2, is the easy path, new players, will be funneled to. hallway 1. they will kill 1 enemy. run out of health potions, have to go back and heal.. which. resets the enemies. no progress. the only way to progress down that harder hallway is to A. get good. B. come back later with better gear.
but if the monsters don't reset.. you can just whittle them down. brute force progress down that "wrong" path.

healing potions based on farming, and not reseting also has problems. as a designer, you won't know how many the player has at any time. and creates tedious farming. the advantage is it allows players to have options. stronger, weaker, etc. various effects. opposed to the simple estus flasks which are all the same.


I just don't see how the arpg systems will fit into this. if it was just a isometric Dark souls. sure. make sense.. but the farming, etc...
especially once you explore everything. its like grim dawn. you can only explore the map once. so that whole main draw goes away at some point.
 

Hateyou

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yeah, the world design is very Darksouls/metroidvania. more dark souls. which makes some of their other choices odd.

I didn't play much honestly. its beautiful, but gameplay didn't suck me in completely. (also in the middle of other games, was more just checking it out, then going for a full play.)

the dark souls map design struck me for sure. hidey holes, and constant looping on itself. every inch packed.

the map respawn via timer, and not on rest seems like an odd choice.
dark souls resets are a good design choice for it.

lets say there are two hallways. one hallway has 3 tough enemies. that will take 2-3 health potions to beat on average. second hallway, has 3 enemies that will take 0-1 health potion to beat. the player has 3 health potions, which are set, and fill every time they rest.

this creates a simple elegant design scenario. hallway 2, is the easy path, new players, will be funneled to. hallway 1. they will kill 1 enemy. run out of health potions, have to go back and heal.. which. resets the enemies. no progress. the only way to progress down that harder hallway is to A. get good. B. come back later with better gear.
but if the monsters don't reset.. you can just whittle them down. brute force progress down that "wrong" path.

healing potions based on farming, and not reseting also has problems. as a designer, you won't know how many the player has at any time. and creates tedious farming. the advantage is it allows players to have options. stronger, weaker, etc. various effects. opposed to the simple estus flasks which are all the same.


I just don't see how the arpg systems will fit into this. if it was just a isometric Dark souls. sure. make sense.. but the farming, etc...
especially once you explore everything. its like grim dawn. you can only explore the map once. so that whole main draw goes away at some point.
It doesn’t have to be pigeonholed into one genre. It’s described as an arpg which is really what it is, an action role playing game…but it’s not what we typically refer to when we say arpg. It’s not like Diablo, Poe, etc with a giant flat map and loot explosions everywhere.

It’s ok for games to do something different. With this game I don’t want another dark souls or grim dawn, they already exist and I love them and go play them when I want those experiences. I want what they’re doing because it’s different and refreshing. It’s a mishmash of lots of things we’ve seen in the past but the way they put it together it feels like something new.
 
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Hateyou

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They announced October release date for 1.0. The price is going to go up to $60 then, it’s currently on sale for $27. If you buy before July you also get some in small in game founders awards. Get it…it’s sick.

 
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Pyros

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They announced October release date for 1.0. The price is going to go up to $60 then, it’s currently on sale for $27. If you buy before July you also get some in small in game founders awards. Get it…it’s sick.


Sucks the sale is only 30% when their highest sale was 40% a few months ago though.
 

Hatorade

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This game is insane, both good and bad I ignored it. The world feels cool as fuck to traverse due to the style and camera angle. 100% looking forward to a full play through or two depending on how varied the builds are.
 

Hateyou

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Sucks the sale is only 30% when their highest sale was 40% a few months ago though.
I mean, it’s $4. They didn’t really want to discount it 40% off the EA price but their marketing lady forced him to do it and he admitted it was great but also said he didn’t want to do that deep again. He feels it’s a $60 game. Looking at what’s coming in 1.0, I agree.
 

Hateyou

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This game is insane, both good and bad I ignored it. The world feels cool as fuck to traverse due to the style and camera angle. 100% looking forward to a full play through or two depending on how varied the builds are.
Yeah it’s so good, I’ve played through fully 3 times already with different builds and have a couple more that are close to done. Can’t wait to see how much the FFT class system changes the game. I feel like the attribute system it has now is kinda boring since so many others have already done that.
 

Vorph

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Is "Get rid of all the GAAS/mobile game faggotry" on the roadmap for 1.0 yet? Everything was still such an ungodly grind when I finally played all the way through it a few months ago.
 

Hateyou

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Is "Get rid of all the GAAS/mobile game faggotry" on the roadmap for 1.0 yet? Everything was still such an ungodly grind when I finally played all the way through it a few months ago.
The timers for building got removed a while back. There are timers on converting materials but they’re pretty fast and you can speed them up with other materials, as well as putting converters in your house so you can do it even faster. I don’t disagree they’re pretty pointless though, I don’t like that aspect of the game. It’s a minor portion of the game though so it doesn’t bother me much. Not sure what other mobile-esque stuff you’d be referring to beyond that.
 

Hatorade

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Time walled anything in a game is the gayest shit, Warframe and all those korean MMOs do it. Even fucking Satisfactory has you waiting for the shuttle to return while it makes sense within the game I still makes me never finish that game.